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How to Clear No-Jump Snowfield! (Super Mario Maker 2 Guide)

I mean it: No Jumping!
no-jump snowfield

Augh, No-Jump Levels! It’s not just about avoiding airtime; nay, your feet must not, under any circumstance, leave the ground, and The Gamemaster’s neverending supply of tricks and traps will snag Mario the moment you let your guard down. You’ll literally need to stay on your toes through No-Jump Snowfield! — the sweet reward of payday depends on it!

Take It Easy

no-jump snowfield

When this snowy Super Mario World level begins, simply walk ahead and observe as the cranes drop springs into the holes below — had you simply dashed ahead, you may’ve tripped and failed! There’s plenty of incidental traps like this one, so keep your eyes peeled. Regardless, pick the third Spring that dropped and toss it up into the OFF Switch, which’ll produce a makeshift spring bridge. Cross it, then dash past the icicles and make your way to the seesaw. Again, watch out; if you dash too fast, you’ll sprint off the platform and get disqualified, so simply maintain your balance and walk ahead.

After that perilous obstacle, don’t let your coin-grabbing instincts kick in when you spot the suspended coins afterwards; instead, toss the spring up into the POW Block and witness your spoils crash down to earth! Afterwards, toss the spring up into the OFF Switches and head into the pipe.

Puppeteering Thwomps

no-jump snowfield

This next section requires careful manipulation of those nasty Thwomps — see how that first one crashed into a pair of ? Blocks? We could elaborate on how that’s the subtle instruction of Mario level design at work, but regardless, you’ll be tricking those nefarious stones into doing your work for you. The second Thwomp will smash the On Switch upon encounter, so lure it into hitting it again to produce a red block bridge. Afterwards, ride the upcoming Donut Lift downwards to stumble upon a P-Switch. Remember: you can’t jump, so what can you use to activate it?

A Thwomp, naturally! Grab the Switch and toss it on the available right side of the above seesaw, then lure the leftward Thwomp into slamming it so the P-Switch hits its partner. Quickly, dash across the new spring bridge and head into the door. (Grab the coins if you want, but watch out for the icicles — the slippery floor won’t make dodging them easy.)

Crane Antics

no-jump snowfield

Dash quickly across the stone blocks, then wait for the POW Block to emerge from the blue pipe. Grab it, then toss it at the On Switch next to the seesaw — this’ll maneuver the crane so you can throw the next POW Block at it. Should your POW Block remain intact, you can try your luck at earning some coins in the following room — as seen above, your goal is to drive the 50-Coin out through the One-Way Wall, but those tricky springs render this optional task tricky. Time your toss carefully!

Whether you’ve earned extra cash or not, exit this room and clear the stage. Hmm, why’s there a solitary crane before the goal?

And that’s it for No-Jump Snowfield! Let us know in the comments below if you have any further questions, but in the meantime, visit our Super Mario Maker 2 Story Mode Guide!

Anthony Pelone
Eating, breathing and living video games on a daily basis, Anthony is particularly fond of the Nintendo variety, but is by no means a console warrior. Somewhere in the midst of his obsession with cat pictures, he finds the time to pen about his favorite hobby. Having previously written for over three sites, Anthony remains dedicated to spreading the gospel of EarthBound.

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